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PaladinOfSune
 
PostPosted: Thu, Feb 24 2011, 0:26 AM 

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DM

Joined: 16 Dec 2004
Location: England, UK

* Visual Effects List
* Deity Cloak Colour Guide
* Guideline to Building Materials

Some changes (for instance at the ACM, hairdresser or tattooist) have associated Reference Numbers so please quote them when asked to.

--Various Reference Lists--

Head Reference Numbers
http://www.amiaworld.net/heads/

Hair Color Reference Numbers
http://www.amiaworld.net/about/hair_ski ... .html#Hair

Skin Color Reference Numbers
http://www.amiaworld.net/about/hair_ski ... .html#Skin

Tattoo Color Reference Numbers
http://www.amiaworld.net/about/hair_ski ... tml#Tattoo

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"Let's unwrite these pages and replace them with our own words."


 
      
PaladinOfSune
 
PostPosted: Mon, Apr 04 2011, 14:12 PM 

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DM

Joined: 16 Dec 2004
Location: England, UK

This is a useful link to each visual and their name used in scripting. Perfect for when making a custom request and telling the DMs exactly what you want it to look like!

Visual listing

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"Let's unwrite these pages and replace them with our own words."


 
      
Silent2001
 
PostPosted: Mon, Apr 04 2011, 14:41 PM 

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Player

Joined: 19 Jun 2007
Location: United Kingdomshire

Deity Cloak Appearances

How to make the symbols on the back of your shiny new cloaks look like they do in the sourcebooks!

These are just the colours to make the symbols look right. Any colour options omitted can be changed freely and won't affect the look of the symbol, just the rest of the cloak, such as the main background.

AURIL
Appearance: 37
Leather 1: 22
Leather 2: 83

AZUTH
Appearance: 38
Leather 1: 78
Leather 2: 65
Metal 1: 70

BANE
Appearance: 39
Leather 2: 76
Metal 1: 60

CHAUNTEA
Appearance: 40
Leather 1: 36
Leather 2: 76
Metal 1: 94

CYRIC
Appearance 11(31 to show Wings)
Leather 1: 55
Leather 2: 21

GOND
Appearance: 41
Cloth 2: 13
Leather 1: 117
Metal 1: 132

GRUMBAR
Appearance: 42
Leather 1: 60
Leather 2: 70

HELM
Appearance: 12(32 to show Wings)
Leather 2: 79

HOAR
Appearance: 43
Leather 1: 71
Metal 1: 83

ILMATER
Appearance: 44
Cloth 2: 61 for Tattered Appearance, or same as Cloth 1 for Solid Appearance.
Leather 1: 88
Metal 1: 74

KELEMVOR
Appearance: 45
Leather 1: 60
Leather 2: 94

LATHANDER
Appearance: 46
Cloth 1: 35
Leather 1: 172
Leather 2: 101
Metal 1: 94

LLIIRA
Appearance: 47
Cloth 1: 94
Leather 1: 76
Leather 2: 35
Metal 2: 88

LOVIATAR
Appearance: 48
Cloth 1: 90
Leather 1: 35
Leather 2: 120
Metal 1: 118
Metal 2: 83

MALAR
Appearance: 49
Cloth 2: 61 for Tattered Appearance, or same as Cloth 1 for Solid Appearance.
Leather 1: 74
Leather 2: 90

MASK
Appearance: 50
Leather 1: 132
Metal 1: 91

MIELIKKI
Appearance: 51
Cloth 1: 60
Leather 1: 72
Leather 2: 66
Metal 1: 68

MYSTRA
Appearance: 52
Leather 1: 20
Metal 1: 96
Metal 2: 83

NOBANION
Appearance: 53
Leather 1: 9
Leather 2: 68

OGHMA
Appearance: 54
Leather 1: 116
Metal 1: 94
Metal 2: 76

RED KNIGHT
Appearance: 55
Leather 2: 88

SELUNE
Appearance: 56
Leather 2: 166
Metal 1: 83
Metal 2: 82

SHAR
Appearance: 57
Leather 1: 22
Metal 1: 147

SHARESS
Appearance: 58
Cloth 1: 90

SHAUNDAKUL
Appearance: 59
Cloth 1: 66
Leather 1: 80
Leather 2: 83
Metal 1: 65
Metal 2: 76

SILVANUS
Appearance: 60
Leather 1: 68

SUNE
Appearance: 61
Metal 1: 90
Metal 2: 65

TALOS
Appearance: 62
Leather 1: 76
Leather 2: 164
Metal 1: 82
Metal 2: 72

TEMPUS
Appearance: 63
Leather 2: 37
Metal 1: 60
Metal 2: 94

TIAMAT
Appearance: 64
Cloth 1: 68
Leather 1: 164
Leather 2: 60
Metal 1: 89
Metal 2: 82

TORM
Appearance 13(33 to show Wings)
Leather 2: 79
Metal 1: 96

TYMORA
Appearance: 65
Leather 2: 93

TYR
Appearance: 66
Leather 1: 60
Leather 2: 82
Metal 1: 94
Metal 2: 89

VELSHAROON
Appearance: 67
Leather 1: 22
Leather 2: 91
Metal 1: 94
Metal 2: 75

WAUKEEN
Appearance: 68
Metal 1: 93

===

CORRELON LARETHIAN
Appearance: 71
Leather 1: 68
Leather 2: 60

EILISTRAEE
Appearance: 69
Cloth 1: 82
Leather 1: 164
Leather 2: 8
Metal 1: 83
Metal 2: 105

GARL GLITTERGOLD
Appearance: ?
Leather 1: 66

GRUUMSH
Appearance: ?
Cloth2 : 61 for Tattered Appearance, or same as Cloth 1 for Solid Appearance.
Leather 1: 65

LLOTH
Appearance: 70
Leather 1: 60
Leather 2: 164
Metal 2: 91

MORADIN
Appearance: 72
Leather 1: 127
Leather 2: 83
Cloth 2: 78
Metal 1: 84

YONDALLA
Appearance: ?
Cloth 1: 64
Leather 1: 80
Leather 2: 75
Metal 1: 66
Metal 2: 83

_________________
Image<3 Maryn
We are going to die and that makes us the lucky ones.


Last edited by Jes on Thu, Sep 12 2019, 1:43 AM, edited 3 times in total.
Made it collapse for ease of scrolling.


 
      
Jes
 
PostPosted: Thu, Sep 12 2019, 1:46 AM 

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DM

Joined: 23 Aug 2006
Location: Camriiole

Construction Guide for Job System Resources1 Tile, Exterior
  • 20 units of stone, bricks, or wood logs (walls/buildings)
  • 10 units of mortar (if stone/brick is used)
  • 10 units of wood planks (scaffolding, supplies, tools, etc.)
  • 10 units of wood logs (scaffolding, supplies, tools, etc.)
  • 2 units of crystal for each exterior window
  • 2 ingots of metal (nails, stakes, tools, fixtures, etc.)

1 Tile, Interior
  • 2 units of stone, brick, or wood planks (walls)
  • 1 unit of stone or wood planks (floor)
  • 1 ingot of metal (nail, fixtures, etc.)
  • 1 unit of furniture for every 3 PLCs of same type

1 Tile, Water
  • 20 units of sand to stabilize seabed/riverbed
  • 10 units of sandstone to form load-bearing foundation


Construction TimeWalls
  • 1 week per 1,000 linear feet, rounded up
    • Assuming 10-foot height
    • Higher walls will be converted to linear feet with 10-foot height
    • Example: 50-foot wall that's 20 feet high = 100 linear feet
Buildings
  • 1 week per interior room
  • Wall calculations will be added based on exterior tile usage


Adjustments, Etc.Walls
    x1.5 for every ten-foot increment above ten feet of height
    x1.5 for wall towers (such as corner towers)
    x2 for reinforced/fortified walls beyond a "simple" wall
Buildings
    x1.5 for every storey
Water Tiles
    x2 for every height increment due to increased weight on the seabed
Construction Time
  • Times can be adjusted by various factors, including terrain, climate, and current events. The DM Team will determine final time requirements.

------------------

Magic
    You can save on some resources by hiring a mage (or dedicating a PC) to cast spells to aid with construction, but the majority of work still needs to be done by trained professionals in their respective construction field. All adjustments resulting in decimals will be rounded up. These spells will be allowed for this purpose:
    • Fabricate (-5%, but difference must be available in another single resource - can used for harder-to-acquire resources)
    • Move Earth (-1 week from time estimates, site preparation)
    • Soften Earth and Stone (-5%, only for creating sand or clay)
    • Stone Shape (-1 week from time estimates if building into an existing stone structure)
    • Stone to Flesh (-1 week from time estimates if building into an existing stone structure)
    • Transmute Mud to Rock (-5%, only for creating clay, sandstone, or limestone)
    • Transmute Rock to Mud (-1 week from time estimates if building into an existing stone structure)
    • Wall of Iron (-5%, only for creating iron walls)
    • Wall of Stone (-10%, only for creating granite walls)

    Percentages are for single-type applicable resources. You can use more than one spell, and the percentages stack. Examples for adjusting a requirement of 5,000 units of granite:
    • Fabricate: 5,000 - 5% = 4,750 units (+250 units of other single resource used to convert)
    • Wall of Stone: 5,000 - 10% = 4,500 units
    • Using both Fabricate and Wall of Stone: 5,000 - 15% = 4,250 units (+250 units of other single resource used to convert)

    Additional Notes
    • All resource unit requirements must be single-type. "Single-Type" means that all resources for a particular requirement should be of the same kind. For example, 5,000 units of stone should be 5,000 units of granite OR 5,000 units of marble. (The only exception is with the Fabricate spell, which allows partial conversion from another resource.)
    • "Building into an existing stone structure" means digging into the side of a mountain to create a cave base, or creating a basement or underground base.
    • Each spellcasting resource discount can only be applied once. Multiple PCs cannot stack the discounts further. It is assumed that multiple PCs/NPCs are aiding with casting the pertinent spells over the construction time once a method is decided.


PC/NPC Jobs RequirementsAll construction projects will require Job System investment from a PC in the group/faction or from an outside source paid by the group/faction. This outside source can be another PC or an NPC at a DM's discretion. Depending on the project, this professional oversight (requiring three ranks for PCs) could be from a variety of fields, but the DMs will note them in the Resource Requirements presented. Professional jobs that can aid in various construction projects include:
  • Archeologist
  • Blacksmith (Armor or Weapon would qualify)
  • Carpenter
  • Engineer
  • Geologist
  • Goldsmith
  • Inventor
  • Miner
  • Prospector
  • Stonemason


Labor
  • 25 to 100 NPCs workforce, dependent on project size (DM discretion)
  • 1 NPC Foreman per 25 workers
  • Wages to be determined by IC negotiations


PC Gold Cost
  • Variable, dependent on materials used, number of NPC workers, and IC negotiation capabilities.


-------------

Important Notes
  • The Team reserves the right to make further adjustments where appropriate.
  • Units for each requirement must all be the same type. No mixing granite and marble for walls, for example.
  • This is an official requirement index. Feel free to use it to plan.

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Illunamaeryx - Platinum Commander

See me DM-side as:
[DM] Hlal | [DM] Dragonlady | [DM] The Voice

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